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Canardia

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  1. Ultra Engine emerged from the requirement to raise humankind into a type 1 civilization which could colonize other planets, like Kepler-238 b. Astronomers say an asteroid could hit planet Earth any day, as we don't see objects coming from behind the sun.

    For this NASA (in association with Boeing) hired a renown professional game engine developer who could tighten up the graphics for an immersive and ultra realistic VR simulation in space to train astronauts at Goddard Space Flight Center.

    You can only imagine, how such technology would change the game industry if it was available to everyone.
     

     

    • Like 2
  2. That is wireframe, not hidden lines.
    I think a shader could not do the job, as it would need to know which edges to highlight, the artist doesn't want all edges that way.

    I just realized that Elite is 40 years old and it still reminds me of a very playable game.
    Now I came up with a quite stupid idea, but it might actually bring some bonus features:
    I could just draw the lines on top of a black model using white bars (streched cubes), or perhaps toblerone sticks.
    Upon collision the white bars would detach and float into space.

    • Like 1
  3. I always wanted to reproduce the hidden line effect like in Elite.
    Using textures leads to a stretching anomaly.
    Currently my approach is to bevel edges in Blender and paint them full white.
    I'm a n00b in shaders, so I don't know if that path would be feasible.
    The idea is this:
    image.png.ee39e975174a88332815d88661efae7c.png

  4. I'm pretty sure Josh will find a clue why the previous generation high end AMD Radeon cards like RX6900 XT won't work with Ultra,
    and I'm also sure he will make them work with Ultra performance.
    I can't wait for Godot 4 fall out of the competence.
    Then I can focus on a Newton vs Bullet challenge, like I did in Leadwerks.
    My current testbed consists of 10000 physics cubes which perform quite well (700 FPS).

  5. When dealing with big files (over 10GB), you must use fseeko, ftello, etc.
    https://www.qnx.com/developers/docs/6.5.0SP1.update/com.qnx.doc.neutrino_lib_ref/f/fseek.html
     

    #define _FILE_OFFSET_BITS 64    // this is needed to tell C that we wanna go 64 bit
    #include <cstdio>
    int main(int argc, char **argv)
    {
    	unsigned long long filesize=0;  // this suits vast numbers, upto 18,446,744,073,709,551,615
    	FILE *fi;
    	fi=fopen(argv[1],"rb");
    	fseeko(fi,0,SEEK_END);      // fseek does not work with ten gig files, so let's use fseeko
    	filesize=ftello(fi);        // same thing with ftello
    	fclose(fi);
        printf("FileSize=%llu\n",filesize);
    }

     

  6. Awesome, it works! Thanks!

    I have one little question though: are the corners of a CreateBox() mesh using 3 vertices instead of 1 for all 3 sides?
    Anyway, I think this is good like it is, since I can now choose if I want to have each side differently colored:
    image.png.09f42c0e969102e7a046e27893f116e0.png

  7. I am trying to make a game which is mixed reality, it will be to one half based on newton dynamics which is deterministic and have ordinary textures.
    The other half will have dream like experiences.
    Therefore I need to have conventional graphics and also the possibility to shape that reality like in quantum mechanics.
     

  8. I want to color a mesh using vertex colors so I can have smooth color gradients. Is this possible with Ultra?

    I want also to modify the vertex coordinates so I can make deformations, for example from physics impact.

  9. Yeah, I guessed so.
    I planned to do a wrapper in C# so that the same game code runs on all 4 engines.
    I think you would benefit from the results too, in case Ultra is slower in some benchmarks (which I suppose will not happen ;) ).

  10. Not sure, but according to this description, auto variables are slower and constantly reserve and release memory than statically typed variables - even if both are resolved at compile time:
     

    What is the difference between an auto and non auto variable?
     
     
    Automatic variables create a new each time when program's execution enters in the function and destroys when leaves. Static variable create once, when program's execution enters in the function first time, destroys when program's execution finishes, they do not again.

    I would always try to keep variable declarations before the iteration, just to be sure.

     

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